doctorbadwolf
Heretic of The Seventh Circle
And yet they did nothing in this playtest to reduce the monk's dependence on short rests, despite doing precisely that for the Warlock. If this playtest goes live monks will essentially be the only class that is significantly balanced around short rests and it is something that will be noticed in actual play by any group that has a monk.
I cannot agree more with this line of thinking, other than perhaps to reiterate that Stunning strike is perhaps the most annoying part of the current monk. Not only is it absurdly better than every other monk class feature, it also outright incentivises monk players to just spam all their ki on stunning strike because the stun condition is effectively a fight ender the moment it lands. And that is before we even consider that Stunning strike being the almost universally best use of ki completely interferes with subclass abilities as well because they are competing for the same resource. It's bad game design, pure and simple.
What I want to see is to tweak the monk to be less reliant on stunning strike and redistribute some of that class balance elsewhere. Where we all might disagree would be where those changes needed be. Personally I'm of a mid that the monk needsa d10 hit die and the martial arts die should be starting at d6 and go up to d12. I also think the monk needs alternative strike options to stunning strike and that masteries represent a possibility of how to implement that sort of thing, but your milage may vary.
My duelist monk rewrite I’m messing around with regain 1 ki when you get a natural 20 on an attack, saving throw, or an ability check made as part of using a duelist class feature.
I’ve also made it so the duelist can parry (deflect attacks, 2 times a round at 5th, 3 times at 11th) multiple times a round as you level up (contrasted with the Assassin doing so once a round but doing a much bigger riposte when they do).
Stunning Strike has to compete with a big whomp of a hit, and with using a successful hit to become very hard to hit.